View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004207 | Valley 1 | Crash/Exception | Sep 28, 2011 4:24 pm | Sep 28, 2011 7:31 pm | |
Reporter | orzelek | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.503 | ||||
Fixed in Version | 0.505 | ||||
Summary | 0004207: Unhandled error happened on strategic map while scouting | ||||
Description | I was scouting various areas from strategic map from 2 settlements. After end turn ( I thing I did more than 5 of these in succession while scouting) enemies appeared and unhandled error was logged. Attached world and unhandlederrors.txt file. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Interesting, an out of memory error in GetWhiteSoftOutline(); I guess that would make sense if it were composing a new texture, though I think the texture itself is in unmanaged memory. How long had you been playing at the time, since starting the application? |
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You are asking... difficult questions :D I would estimate it was about 4 hours. Actually the icon of wandering monsters that appeared was blinking on screen - like some animation frames were corrupted. I'll try to take a look at process memory usage and texture memory usage from time to time to see if something strange happens. |
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The process memory usage is an odd duck; the out of memory errors like this one are actually because it ran out of managed heap space. Often the game will start with like 45MB of used managed heap but show 800MB of process memory (the rest, presumably, is unmanaged texture memory). But it's odd because apparently the heap is getting pulled in at least during the generation of some of those intermediate textures. At least I assume that's what the white soft outline stuff is. We don't use intermediate textures a lot. Anyway, I think the root problem is that the game is loading a lot of region "internal" metadata off disk and never dropping it again. So over the course of a long session that adds up and *boom* at an unexpected point. |
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After loading world and going to strategy map (with few area transitions before) game is around 980MB of memory and GPU-Z says about 150MB used total. After 5 turns of scouting nothing changed. |
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Yea, the gradual increase I'm thinking of would be from entering a bunch of different world map tiles (it has to load the "dungeon metadata" for each of those, but not until you enter them), and you wouldn't see that increase externally probably because the heap dies at about 800MB. |
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We're all good: * Put in code that will prevent a possible crash due to garbage collector suicide when custom textures are being created in memory after a long time playing in one session. |
Date Modified | Username | Field | Change |
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Sep 28, 2011 4:24 pm | orzelek | New Issue | |
Sep 28, 2011 4:24 pm | orzelek | File Added: Error.zip | |
Sep 28, 2011 4:29 pm | keith.lamothe | Assigned To | => keith.lamothe |
Sep 28, 2011 4:29 pm | keith.lamothe | Status | new => assigned |
Sep 28, 2011 4:31 pm | keith.lamothe | Note Added: 0014428 | |
Sep 28, 2011 4:41 pm | orzelek | Note Added: 0014431 | |
Sep 28, 2011 4:50 pm | keith.lamothe | Note Added: 0014432 | |
Sep 28, 2011 5:04 pm | orzelek | Note Added: 0014437 | |
Sep 28, 2011 5:08 pm | keith.lamothe | Note Added: 0014439 | |
Sep 28, 2011 7:31 pm | Chris_McElligottPark | Internal Weight | => New |
Sep 28, 2011 7:31 pm | Chris_McElligottPark | Note Added: 0014495 | |
Sep 28, 2011 7:31 pm | Chris_McElligottPark | Status | assigned => resolved |
Sep 28, 2011 7:31 pm | Chris_McElligottPark | Fixed in Version | => 0.505 |
Sep 28, 2011 7:31 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 28, 2011 7:31 pm | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |
Apr 14, 2014 9:27 am | Chris_McElligottPark | Category | Bug - Crash or Exception => Crash/Exception |